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vcmi/lib/NetPacksLib.cpp
DjWarmonger ce00ceaf08 Next part of Seer Hut code, including large number of Components, packs and help functions.
Mapa now contains separate vector of monsters to avoid linear search trough all objects.
2010-02-02 17:05:03 +00:00

1167 lines
33 KiB
C++

#define VCMI_DLL
#include "NetPacks.h"
#include "../hch/CGeneralTextHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CArtHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "VCMI_Lib.h"
#include "map.h"
#include "../hch/CSpellHandler.h"
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#undef min
#undef max
/*
* NetPacksLib.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
DLL_EXPORT void SetResource::applyGs( CGameState *gs )
{
assert(player < PLAYER_LIMIT);
amax(val, 0); //new value must be >= 0
gs->getPlayer(player)->resources[resid] = val;
}
DLL_EXPORT void SetResources::applyGs( CGameState *gs )
{
assert(player < PLAYER_LIMIT);
for(int i=0;i<res.size();i++)
gs->getPlayer(player)->resources[i] = res[i];
}
DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
if(which <4)
{
if(abs)
hero->primSkills[which] = val;
else
hero->primSkills[which] += val;
}
else if(which == 4) //XP
{
if(abs)
hero->exp = val;
else
hero->exp += val;
}
}
DLL_EXPORT void SetSecSkill::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(id);
if(hero->getSecSkillLevel(which) == 0)
{
hero->secSkills.push_back(std::pair<int,int>(which, val));
}
else
{
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].first == which)
{
if(abs)
hero->secSkills[i].second = val;
else
hero->secSkills[i].second += val;
if(hero->secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once
{
tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
hero->secSkills[i].second = 3;
}
}
}
}
}
DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
CGTownInstance *t = gs->getTown(tid);
if(start())
{
if(garrison())
{
t->garrisonHero = h;
h->visitedTown = t;
h->inTownGarrison = true;
}
else
{
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
}
}
else
{
if(garrison())
{
t->garrisonHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
else
{
t->visitingHero = NULL;
h->visitedTown = NULL;
h->inTownGarrison = false;
}
}
}
DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
if(learn)
BOOST_FOREACH(ui32 sid, spells)
hero->spells.insert(sid);
else
BOOST_FOREACH(ui32 sid, spells)
hero->spells.erase(sid);
}
DLL_EXPORT void SetMana::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
amax(val, 0); //not less than 0
hero->mana = val;
}
DLL_EXPORT void SetMovePoints::applyGs( CGameState *gs )
{
CGHeroInstance *hero = gs->getHero(hid);
hero->movement = val;
}
DLL_EXPORT void FoWChange::applyGs( CGameState *gs )
{
BOOST_FOREACH(int3 t, tiles)
gs->getPlayer(player)->fogOfWarMap[t.x][t.y][t.z] = mode;
}
DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
{
gs->getPlayer(player)->availableHeroes.clear();
CGHeroInstance *h = (hid1>=0 ? gs->hpool.heroesPool[hid1] : NULL);
gs->getPlayer(player)->availableHeroes.push_back(h);
if(h && flags & 1)
{
h->army.slots.clear();
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
}
h = (hid2>=0 ? gs->hpool.heroesPool[hid2] : NULL);
gs->getPlayer(player)->availableHeroes.push_back(h);
if(flags & 2)
{
h->army.slots.clear();
h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
}
}
DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
h->bonuses.push_back(bonus);
std::string &descr = h->bonuses.back().description;
if(!bdescr.message.size()
&& bonus.source == HeroBonus::OBJECT
&& (bonus.type == HeroBonus::LUCK || bonus.type == HeroBonus::MORALE || bonus.type == HeroBonus::MORALE_AND_LUCK)
&& gs->map->objects[bonus.id]->ID == 26) //it's morale/luck bonus from an event without description
{
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
else
{
bdescr.toString(descr);
}
}
DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[objid];
if(!obj)
{
tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
return;
}
gs->map->removeBlockVisTiles(obj);
obj->pos = nPos;
gs->map->addBlockVisTiles(obj);
}
DLL_EXPORT void PlayerEndsGame::applyGs( CGameState *gs )
{
PlayerState *p = gs->getPlayer(player);
p->status = victory ? 2 : 1;
}
DLL_EXPORT void RemoveObject::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
if(obj->ID==HEROI_TYPE)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
std::vector<CGHeroInstance*>::iterator nitr = std::find(gs->map->heroes.begin(), gs->map->heroes.end(),h);
gs->map->heroes.erase(nitr);
int player = h->tempOwner;
nitr = std::find(gs->getPlayer(player)->heroes.begin(), gs->getPlayer(player)->heroes.end(), h);
gs->getPlayer(player)->heroes.erase(nitr);
h->tempOwner = 255; //no one owns beaten hero
if(h->visitedTown)
{
if(h->inTownGarrison)
h->visitedTown->garrisonHero = NULL;
else
h->visitedTown->visitingHero = NULL;
h->visitedTown = NULL;
}
//TODO: add to the pool?
}
else if (obj->ID==CREI_TYPE) //only fixed monsters can be a part of quest
{
CGCreature *cre = static_cast<CGCreature*>(obj);
gs->map->monsters[cre->identifier] = NULL;
}
gs->map->objects[id] = NULL;
//unblock tiles
if(obj->defInfo)
{
gs->map->removeBlockVisTiles(obj);
}
}
static int getDir(int3 src, int3 dst)
{
int ret = -1;
if(dst.x+1 == src.x && dst.y+1 == src.y) //tl
{
ret = 1;
}
else if(dst.x == src.x && dst.y+1 == src.y) //t
{
ret = 2;
}
else if(dst.x-1 == src.x && dst.y+1 == src.y) //tr
{
ret = 3;
}
else if(dst.x-1 == src.x && dst.y == src.y) //r
{
ret = 4;
}
else if(dst.x-1 == src.x && dst.y-1 == src.y) //br
{
ret = 5;
}
else if(dst.x == src.x && dst.y-1 == src.y) //b
{
ret = 6;
}
else if(dst.x+1 == src.x && dst.y-1 == src.y) //bl
{
ret = 7;
}
else if(dst.x+1 == src.x && dst.y == src.y) //l
{
ret = 8;
}
return ret;
}
void TryMoveHero::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(id);
h->movement = movePoints;
if((result == SUCCESS || result == BLOCKING_VISIT || result == EMBARK || result == DISEMBARK) && start != end)
h->moveDir = getDir(start,end);
if(result == EMBARK) //hero enters boat at dest tile
{
const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
assert(tt.visitableObjects.size() == 1 && tt.visitableObjects.front()->ID == 8); //the only vis obj at dest is Boat
CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.front());
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
h->boat = boat;
boat->hero = h;
}
else if(result == DISEMBARK) //hero leaves boat to dest tile
{
h->boat->direction = h->moveDir;
h->boat->pos = start;
h->boat->hero = NULL;
gs->map->addBlockVisTiles(h->boat);
h->boat = NULL;
}
if(start!=end && (result == SUCCESS || result == TELEPORTATION || result == EMBARK || result == DISEMBARK))
{
gs->map->removeBlockVisTiles(h);
h->pos = end;
if(h->boat)
h->boat->pos = end;
gs->map->addBlockVisTiles(h);
}
BOOST_FOREACH(int3 t, fowRevealed)
gs->getPlayer(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
}
DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
{
for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
{
CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
ai->army = i->second;
if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
else if(ai->ID==HEROI_TYPE)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
if(h->visitedTown && h->inTownGarrison)
h->visitedTown->army = i->second;
}
}
}
DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
BOOST_FOREACH(si32 id,bid)
{
t->builtBuildings.insert(id);
}
t->builded = builded;
}
DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
BOOST_FOREACH(si32 id,bid)
{
t->builtBuildings.erase(id);
}
t->destroyed = destroyed; //yeaha
}
DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
{
CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid]);
assert(dw);
dw->creatures = creatures;
}
DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
CGHeroInstance *v = gs->getHero(visiting),
*g = gs->getHero(garrison);
t->visitingHero = v;
t->garrisonHero = g;
if(v)
{
v->visitedTown = t;
v->inTownGarrison = false;
gs->map->addBlockVisTiles(v);
}
if(g)
{
g->visitedTown = t;
g->inTownGarrison = true;
gs->map->removeBlockVisTiles(g);
}
}
DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(hid);
std::vector<ui32> equiped, unequiped;
for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
unequiped.push_back(i->second);
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
equiped.push_back(i->second);
BOOST_FOREACH(ui32 id, equiped)
{
//if hero already had equipped at least one artifact of that type, don't give any new bonuses
if(h->getArtPos(id) >= 0)
continue;
CArtifact &art = VLC->arth->artifacts[id];
for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
{
gained.push_back(&*i);
h->bonuses.push_back(*i);
}
}
//update hero data
h->artifacts = artifacts;
h->artifWorn = artifWorn;
//remove bonus from unequipped artifact
BOOST_FOREACH(ui32 id, unequiped)
{
//if hero still has equipped at least one artifact of that type, don't remove bonuses
if(h->getArtPos(id) >= 0)
continue;
while(1)
{
std::list<HeroBonus>::iterator hlp = std::find_if(h->bonuses.begin(),h->bonuses.end(),boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,id));
if(hlp != h->bonuses.end())
{
lost.push_back(&*hlp);
h->bonuses.erase(hlp);
}
else
{
break;
}
}
}
}
DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
{
if(art<0)
{
if(pos<19)
artifWorn.erase(pos);
else
artifacts.erase(artifacts.begin() + (pos - 19));
}
else
{
if (pos < 19) {
artifWorn[pos] = art;
} else { // Goes into the backpack.
if(pos - 19 < artifacts.size())
artifacts.insert(artifacts.begin() + (pos - 19), art);
else
artifacts.push_back(art);
}
}
}
DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
{
assert(vstd::contains(gs->hpool.heroesPool, hid));
CGHeroInstance *h = gs->hpool.heroesPool[hid];
CGTownInstance *t = gs->getTown(tid);
h->setOwner(player);
h->pos = tile;
h->movement = h->maxMovePoints(true);
gs->hpool.heroesPool.erase(hid);
if(h->id < 0)
{
h->id = gs->map->objects.size();
gs->map->objects.push_back(h);
}
else
gs->map->objects[h->id] = h;
h->initHeroDefInfo();
gs->map->heroes.push_back(h);
gs->getPlayer(h->getOwner())->heroes.push_back(h);
h->initObj();
gs->map->addBlockVisTiles(h);
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
}
DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
{
CGHeroInstance *h = gs->getHero(id);
gs->map->removeBlockVisTiles(h,true);
h->setOwner(player);
h->movement = h->maxMovePoints(true);
h->initHeroDefInfo();
gs->map->heroes.push_back(h);
gs->getPlayer(h->getOwner())->heroes.push_back(h);
gs->map->addBlockVisTiles(h);
h->inTownGarrison = false;
}
DLL_EXPORT void NewObject::applyGs( CGameState *gs )
{
CGObjectInstance *o = NULL;
switch(ID)
{
case 8:
o = new CGBoat();
break;
default:
o = new CGObjectInstance();
break;
}
o->ID = ID;
o->subID = subID;
o->pos = pos;
o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
id = o->id = gs->map->objects.size();
o->hoverName = VLC->generaltexth->names[ID];
gs->map->objects.push_back(o);
gs->map->addBlockVisTiles(o);
o->initObj();
assert(o->defInfo);
}
DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
{
gs->day = day;
BOOST_FOREACH(NewTurn::Hero h, heroes) //give mana/movement point
{
CGHeroInstance *hero = gs->getHero(h.id);
hero->movement = h.move;
hero->mana = h.mana;
}
for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)
{
assert(i->first < PLAYER_LIMIT);
std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;
for(int j = 0; j < i->second.size(); j++)
playerRes[j] = i->second[j];
}
BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
h.applyGs(gs);
if(resetBuilded) //reset amount of structures set in this turn in towns
BOOST_FOREACH(CGTownInstance* t, gs->map->towns)
t->builded = 0;
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
h->bonuses.remove_if(HeroBonus::OneDay);
if(gs->getDate(1) == 7) //new week
BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
h->bonuses.remove_if(HeroBonus::OneWeek);
//count days without town
for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
if(i->second.towns.size() || gs->day == 1)
i->second.daysWithoutCastle = 0;
else
i->second.daysWithoutCastle++;
}
}
DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
if(!obj)
{
tlog1 << "Wrong object ID - property cannot be set!\n";
return;
}
if(what == 1)
{
if(obj->ID == TOWNI_TYPE)
{
CGTownInstance *t = static_cast<CGTownInstance*>(obj);
if(t->tempOwner < PLAYER_LIMIT)
gs->getPlayer(t->tempOwner)->towns -= t;
if(val < PLAYER_LIMIT)
gs->getPlayer(val)->towns.push_back(t);
}
}
obj->setProperty(what,val);
}
DLL_EXPORT void SetHoverName::applyGs( CGameState *gs )
{
name.toString(gs->map->objects[id]->hoverName);
}
DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
{
gs->getHero(heroid)->level = level;
}
DLL_EXPORT void BattleStart::applyGs( CGameState *gs )
{
gs->curB = info;
}
DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
{
gs->curB->castSpells[0] = gs->curB->castSpells[1] = 0;
gs->curB->round = round;
BOOST_FOREACH(CStack *s, gs->curB->stacks)
{
s->state -= DEFENDING;
s->state -= WAITING;
s->state -= MOVED;
s->state -= HAD_MORALE;
s->counterAttacks = 1 + s->valOfFeatures(StackFeature::ADDITIONAL_RETALIATION);
//regeneration
if( s->hasFeatureOfType(StackFeature::HP_REGENERATION) && s->alive() )
s->firstHPleft = std::min<ui32>( s->MaxHealth(), s->valOfFeatures(StackFeature::HP_REGENERATION) );
if( s->hasFeatureOfType(StackFeature::FULL_HP_REGENERATION) && s->alive() )
s->firstHPleft = s->MaxHealth();
//remove effects and restore only those with remaining turns in duration
std::vector<CStack::StackEffect> tmpEffects = s->effects;
s->effects.clear();
for(int i=0; i < tmpEffects.size(); i++)
{
tmpEffects[i].turnsRemain--;
if(tmpEffects[i].turnsRemain > 0)
s->effects.push_back(tmpEffects[i]);
}
//the same as above for features
std::vector<StackFeature> tmpFeatures = s->features;
s->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
if((tmpFeatures[i].duration & StackFeature::N_TURNS) != 0)
{
tmpFeatures[i].turnsRemain--;
if(tmpFeatures[i].turnsRemain > 0)
s->features.push_back(tmpFeatures[i]);
}
else
{
s->features.push_back(tmpFeatures[i]);
}
}
}
}
DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
{
gs->curB->activeStack = stack;
CStack *st = gs->curB->getStack(stack);
if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
st->state.insert(HAD_MORALE);
}
void BattleResult::applyGs( CGameState *gs )
{
for(unsigned i=0;i<gs->curB->stacks.size();i++)
delete gs->curB->stacks[i];
//remove any "until next battle" bonuses
CGHeroInstance *h;
h = gs->curB->heroes[0];
if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
h = gs->curB->heroes[1];
if(h)
h->bonuses.remove_if(HeroBonus::OneBattle);
delete gs->curB;
gs->curB = NULL;
}
void BattleStackMoved::applyGs( CGameState *gs )
{
gs->curB->getStack(stack)->position = tile;
}
DLL_EXPORT void BattleStackAttacked::applyGs( CGameState *gs )
{
CStack * at = gs->curB->getStack(stackAttacked);
at->amount = newAmount;
at->firstHPleft = newHP;
if(killed())
at->state -= ALIVE;
}
DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
{
CStack *attacker = gs->curB->getStack(stackAttacking);
if(counter())
attacker->counterAttacks--;
if(shot())
attacker->shots--;
BOOST_FOREACH(BattleStackAttacked stackAttacked, bsa)
stackAttacked.applyGs(gs);
for(int g=0; g<attacker->features.size(); ++g)
{
if((attacker->features[g].duration & StackFeature::UNTIL_ATTACK) != 0)
{
attacker->features.erase(attacker->features.begin() + g);
g = 0;
}
}
for(std::set<BattleStackAttacked>::const_iterator it = bsa.begin(); it != bsa.end(); ++it)
{
CStack * stack = gs->curB->getStack(it->stackAttacked, false);
for(int g=0; g<stack->features.size(); ++g)
{
if((stack->features[g].duration & StackFeature::UNITL_BEING_ATTACKED) != 0)
{
stack->features.erase(stack->features.begin() + g);
g = 0;
}
}
}
}
DLL_EXPORT void StartAction::applyGs( CGameState *gs )
{
CStack *st = gs->curB->getStack(ba.stackNumber);
if(ba.actionType != 1) //don't check for stack if it's custom action by hero
assert(st);
switch(ba.actionType)
{
case 3:
st->state.insert(DEFENDING);
break;
case 8:
st->state.insert(WAITING);
return;
case 2: case 6: case 7: case 9: case 10: case 11:
st->state.insert(MOVED);
break;
}
if(st)
st->state -= WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)
}
DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
{
CGHeroInstance *h = (side) ? gs->curB->heroes[1] : gs->curB->heroes[0];
if(h)
{
int spellCost = 0;
if(gs->curB)
{
spellCost = gs->curB->getSpellCost(&VLC->spellh->spells[id], h);
}
else
{
spellCost = VLC->spellh->spells[id].costs[skill];
}
h->mana -= spellCost;
if(h->mana < 0) h->mana = 0;
}
if(side >= 0 && side < 2)
{
gs->curB->castSpells[side]++;
}
if(gs->curB && id == 35) //dispel
{
for(std::set<ui32>::const_iterator it = affectedCres.begin(); it != affectedCres.end(); ++it)
{
CStack *s = gs->curB->getStack(*it);
if(s && !vstd::contains(resisted, s->ID)) //if stack exists and it didn't resist
{
s->effects.clear(); //removing all effects
//removing all features from spells
std::vector<StackFeature> tmpFeatures = s->features;
s->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT)
{
s->features.push_back(tmpFeatures[i]);
}
}
}
}
}
//elemental summoning
if(id >= 66 && id <= 69)
{
int creID;
switch(id)
{
case 66:
creID = 114; //fire elemental
break;
case 67:
creID = 113; //earth elemental
break;
case 68:
creID = 115; //water elemental
break;
case 69:
creID = 112; //air elemental
break;
}
const int3 & tile = gs->curB->tile;
TerrainTile::EterrainType ter = gs->map->terrain[tile.x][tile.y][tile.z].tertype;
int pos; //position of stack on the battlefield - to be calculated
bool ac[BFIELD_SIZE];
std::set<int> occupyable;
bool twoHex = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::DOUBLE_WIDE);
bool flying = vstd::contains(VLC->creh->creatures[creID].abilities, StackFeature::FLYING);
gs->curB->getAccessibilityMap(ac, twoHex, !side, true, occupyable, flying);
for(int g=0; g<BFIELD_SIZE; ++g)
{
if(g % BFIELD_WIDTH != 0 && g % BFIELD_WIDTH != BFIELD_WIDTH-1 && BattleInfo::isAccessible(g, ac, twoHex, !side, flying, true) )
{
pos = g;
break;
}
}
CStack * summonedStack = gs->curB->generateNewStack(h, creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], gs->curB->stacks.size(), !side, 255, ter, pos);
summonedStack->features.push_back( makeFeature(StackFeature::SUMMONED, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::BONUS_FROM_HERO) );
gs->curB->stacks.push_back(summonedStack);
}
}
static inline StackFeature featureGenerator(StackFeature::ECombatFeatures type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0)
{
return makeFeature(type, StackFeature::N_TURNS, subtype, value, StackFeature::SPELL_EFFECT, turnsRemain, additionalInfo);
}
static std::vector<StackFeature> stackEffectToFeature(const CStack::StackEffect & sse)
{
std::vector<StackFeature> sf;
switch(sse.id)
{
case 27: //shield
sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 28: //air shield
sf.push_back(featureGenerator(StackFeature::GENERAL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 30: //protection from air
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 31: //protection from fire
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 32: //protection from water
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 2, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 33: //protection from earth
sf.push_back(featureGenerator(StackFeature::SPELL_DAMAGE_REDUCTION, 3, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 34: //anti-magic
sf.push_back(featureGenerator(StackFeature::LEVEL_SPELL_IMMUNITY, 0, VLC->spellh->spells[sse.id].powers[sse.level] - 1, sse.turnsRemain));
break;
case 41: //bless
sf.push_back(featureGenerator(StackFeature::ALWAYS_MAXIMUM_DAMAGE, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 42: //curse
sf.push_back(featureGenerator(StackFeature::ALWAYS_MINIMUM_DAMAGE, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain, sse.level >= 2 ? 20 : 0));
break;
case 43: //bloodlust
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 44: //precision
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 45: //weakness
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 46: //stone skin
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 47: //disrupting ray
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, -1, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 48: //prayer
sf.push_back(featureGenerator(StackFeature::ATTACK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
sf.push_back(featureGenerator(StackFeature::DEFENCE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 49: //mirth
sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 50: //sorrow
sf.push_back(featureGenerator(StackFeature::MORALE_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 51: //fortune
sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 52: //misfortune
sf.push_back(featureGenerator(StackFeature::LUCK_BONUS, 0, -1 * VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 53: //haste
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 54: //slow
sf.push_back(featureGenerator(StackFeature::SPEED_BONUS, 0, 0, sse.turnsRemain, -1 * ( 100 - VLC->spellh->spells[sse.id].powers[sse.level] ) ));
break;
case 55: //slayer
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 56: //frenzy
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 58: //counterstrike
sf.push_back(featureGenerator(StackFeature::ADDITIONAL_RETALIATION, 0, VLC->spellh->spells[sse.id].powers[sse.level], sse.turnsRemain));
break;
case 59: //bersek
sf.push_back(featureGenerator(StackFeature::ATTACKS_NEAREST_CREATURE, 0, sse.level, sse.turnsRemain));
break;
case 60: //hypnotize
sf.push_back(featureGenerator(StackFeature::HYPNOTIZED, 0, sse.level, sse.turnsRemain));
break;
case 61: //forgetfulness
sf.push_back(featureGenerator(StackFeature::SLAYER, 0, sse.level, sse.turnsRemain));
break;
case 62: //blind
sf.push_back(makeFeature(StackFeature::NOT_ACTIVE, StackFeature::UNITL_BEING_ATTACKED | StackFeature::N_TURNS, 0, 0, StackFeature::SPELL_EFFECT, sse.turnsRemain, 0));
sf.push_back(makeFeature(StackFeature::GENERAL_ATTACK_REDUCTION, StackFeature::UNTIL_ATTACK | StackFeature::N_TURNS, 0, VLC->spellh->spells[sse.id].powers[sse.level], StackFeature::SPELL_EFFECT, sse.turnsRemain, 0));
break;
}
//setting positiveness
for(int g=0; g<sf.size(); ++g)
{
sf[g].positiveness = VLC->spellh->spells[sse.id].positiveness;
}
return sf;
}
void actualizeEffect(CStack * s, CStack::StackEffect & ef)
{
//actualizing effects vector
for(int g=0; g<s->effects.size(); ++g)
{
if(s->effects[g].id == ef.id)
{
s->effects[g].turnsRemain = std::max(s->effects[g].turnsRemain, ef.turnsRemain);
}
}
//actualizing features vector
std::vector<StackFeature> sf = stackEffectToFeature(ef);
for(int b=0; b<sf.size(); ++b)
{
for(int g=0; g<s->features.size(); ++g)
{
if(s->features[g].source == StackFeature::SPELL_EFFECT && s->features[g].type == sf[b].type && s->features[g].subtype == sf[b].subtype)
{
s->features[g].turnsRemain = std::max(s->features[g].turnsRemain, ef.turnsRemain);
}
}
}
}
bool containsEff(const std::vector<CStack::StackEffect> & vec, int effectId)
{
for(int g=0; g<vec.size(); ++g)
{
if(vec[g].id == effectId)
return true;
}
return false;
}
DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
{
BOOST_FOREACH(ui32 id, stacks)
{
CStack *s = gs->curB->getStack(id);
if(s)
{
if(effect.id == 42 || !containsEff(s->effects, effect.id))//disrupting ray or not on the list - just add
{
s->effects.push_back(effect);
std::vector<StackFeature> sf = stackEffectToFeature(effect);
for(int n=0; n<sf.size(); ++n)
{
s->features.push_back(sf[n]);
}
}
else //just actualize
{
actualizeEffect(s, effect);
}
}
else
tlog1 << "Cannot find stack " << id << std::endl;
}
}
DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
{
BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
stackAttacked.applyGs(gs);
}
DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
{
for(int g=0; g<healedStacks.size(); ++g)
{
CStack * changedStack = gs->curB->getStack(healedStacks[g].stackID, false);
//checking if we resurrect a stack that is under a living stack
std::vector<int> access = gs->curB->getAccessibility(changedStack->ID, true);
bool acc[BFIELD_SIZE];
for(int h=0; h<BFIELD_SIZE; ++h)
acc[h] = false;
for(int h=0; h<access.size(); ++h)
acc[access[h]] = true;
if(!changedStack->alive() && !gs->curB->isAccessible(changedStack->position, acc,
changedStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), changedStack->attackerOwned,
changedStack->hasFeatureOfType(StackFeature::FLYING), true))
return; //position is already occupied
//applying changes
bool resurrected = !changedStack->alive(); //indicates if stack is resurrected or just healed
if(!changedStack->alive())
{
changedStack->state.insert(ALIVE);
if(healedStacks[g].lowLevelResurrection)
changedStack->features.push_back( makeFeature(StackFeature::SUMMONED, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::BONUS_FROM_HERO) );
}
int missingHPfirst = changedStack->MaxHealth() - changedStack->firstHPleft;
int res = std::min( healedStacks[g].healedHP / changedStack->MaxHealth() , changedStack->baseAmount - changedStack->amount );
changedStack->amount += res;
changedStack->firstHPleft += healedStacks[g].healedHP - res * changedStack->MaxHealth();
if(changedStack->firstHPleft > changedStack->MaxHealth())
{
changedStack->firstHPleft -= changedStack->MaxHealth();
if(changedStack->baseAmount > changedStack->amount)
{
changedStack->amount += 1;
}
}
amin(changedStack->firstHPleft, changedStack->MaxHealth());
//removal of negative effects
if(resurrected)
{
for(int h=0; h<changedStack->effects.size(); ++h)
{
if(VLC->spellh->spells[changedStack->effects[h].id].positiveness < 0)
{
changedStack->effects.erase(changedStack->effects.begin() + h);
}
}
//removing all features from negative spells
std::vector<StackFeature> tmpFeatures = changedStack->features;
changedStack->features.clear();
for(int i=0; i < tmpFeatures.size(); i++)
{
if(tmpFeatures[i].source != StackFeature::SPELL_EFFECT || tmpFeatures[i].positiveness >= 0)
{
changedStack->features.push_back(tmpFeatures[i]);
}
}
}
}
}
DLL_EXPORT void ObstaclesRemoved::applyGs( CGameState *gs )
{
if(gs->curB) //if there is a battle
{
for(std::set<si32>::const_iterator it = obstacles.begin(); it != obstacles.end(); ++it)
{
for(int i=0; i<gs->curB->obstacles.size(); ++i)
{
if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle
{
gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
break;
}
}
}
}
}
DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
{
if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
{
for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
{
gs->curB->si.wallState[it->first.first] =
std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
}
}
}
DLL_EXPORT void BattleStacksRemoved::applyGs( CGameState *gs )
{
if(!gs->curB)
return;
for(std::set<ui32>::const_iterator it = stackIDs.begin(); it != stackIDs.end(); ++it) //for each removed stack
{
for(int b=0; b<gs->curB->stacks.size(); ++b) //find it in vector of stacks
{
if(gs->curB->stacks[b]->ID == *it) //if found
{
gs->curB->stacks.erase(gs->curB->stacks.begin() + b); //remove
break;
}
}
}
}
DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
{
gs->currentPlayer = player;
}
DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
{
gs->getPlayer(player)->currentSelection = id;
}